troublmaker
Warlord
Same reason you would want to play with rampant barbarians. It might stop you from mass expanding... but it also stops Russia from mass expanding.
I think the concept was reasonable for many of the reasons posted above (nerfing AI expansionists and ICS strats), but I also agree that 5% per city is too large, even for standard size. Duel and Tiny? Okay, but I'd make it 3% for Small-Large and/or 2% for Large-Huge.
The 21st city doesn't drag anything down, as long as it's not too underdevelopped compared to the rest. But yeah real dragging is way sooner.With 5% increase, in best scenario, your 21st and further cities slow you down, regardless of base tech cost. As we are shown, real dragging effect appears sooner, as new cities are hardly mature ones. If city multiplier is equal for each map size, then huge and tiny are further from each other by another dimension.
If I'm reading that right its 5% of the base cost (and the base cost scales by map) and the 5% is not cumulative, which is what I suspected and is what I alluded to in my response above.
So it really only discourages founding crappy marginal cities. Any decent sized city should give you back the 5% in science and more (it will also be adding gold into the treasury) if care is taken to develop those cities.
I don't mind it, you still get a bigger science advantage going wide than tall. You basically have to settle on a 1 tile snow island and never both building even a library for the penalty to eclipse the science bonus from a city.
But you also have to keep in mind that each new city needs a lot of turns and buildings to break even. During that time, it decreases your "effective" science rate.
Especially later in the game. Each city without at least a public school and ~10-15 pop will definately slow down your tech speed.
Imo, 5% is a bit much and should be lowered.
With Social Policies , wonders, and an army of workers to improve lands, it will be incredibly fast to grow that next city you plop down. Nothing like the settling/growth of first 1-3 cities when you're building up your empire.
You can also speed it up by directing a trade route.
That's why the only limiting factor is going to be terrain. But most of the time, your growth is also coming from capturing ready made cities. So it's even less of an issue outside of the revolt turns waiting for it to be productive. If the arithmetic was such that it doesn't pay to get more and more cities, my wide games would have been unplayable, not me cranking out 2+k beakers with 5 turns research on a Large map (standard speed)
Large map only has 3% penalty, as far as I know. That's a significant difference (almost 50%).
And yes, trade routes speed things up quite a bit but it still takes a bunch of turns to get basic infrastructure going and building all the science stuff. Sure, you can also dump thousands of gold into a new city but is that really worth it?
And if you focus entirely on science, the city will slow down social policies.
Opportunity costs are just a bit too high at the moment.
Is it 3%? I have to check, but if it is, which makes sense due to more cities, then it;s even less of an issue.
I think the concept was reasonable for many of the reasons posted above (nerfing AI expansionists and ICS strats), but I also agree that 5% per city is too large, even for standard size. Duel and Tiny? Okay, but I'd make it 3% for Small-Large and/or 2% for Large-Huge.
I think it's a great addition.
Before, there was simply no reason to not want as many cities as your happiness could support. Now, founding/capturing a city causes a technology dip until you can get the appropriate buildings in place.
Still, going wide is still the best for science. The 5% increase is just a temporary set-back. Once food and science buildings go up, the city will contribute more than it's -5% penalty.